You and your players will have more fun with the exploration pillar of Dungeons and Dragons if you remember to focus on how the exploration can add to the story, cater to your player’s preferences, create settings in fantastic locations, solicit details, and steal inspiration.
How to Have Great Combat in DnD
This is the second in our series of posts were we dig into the three pillars of play that underpin excellent games of Dungeons and Dragons. This time we let our weapons do the talking.
How to Have Great Social Interaction in D&D
The first on our Pillars of Play series offers 6 tips for excellent social interaction.
Detentions and Dragons: A Podcast Interview
We talk with Detentions and Dragons about how we started playing, session zeros in 1-1 D&D, and how co-creating stories is the best way to spend time with the people that matter most to you.
How to Run D&D at School
Running D&D with student-age players within the constraints of school takes some special considerations.
Matt Colville talks One-on-One Dungeons and Dragons
One-on-one games tend to resemble the ideal version of D&D new players have in their heads. It is overwhelmingly narrative. It is, by definition, character-based. You never argue about the rules. You spend all the time on the world, and the plot, and the character. A lot of people, once they play this way, they find it hard to go back.
Death House: The Duet Revamp
Death House provides an incredible introduction to the world of Barovia and offers the DM a chance to introduce your primary player to the major themes that Curse of Strahd explores.
Curse of Strahd: The Duet Revamp
The Curse of Strahd Duet Revamp approaches this excellent book with the aim of making the content work for adventuring parties of one player and one DM. This is accomplished by making the player character the object of Strahd’s obsession, tweaking of encounters, and reorganizing the suggested sequence.